Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on March 20, 2005, 01:20:02 am

Title: Lab fields
Post by: WMCoolmon on March 20, 2005, 01:20:02 am
What other things would people like to see edittable in the lab?

[Bosch]Although the initial tests were crude[/Bosch] I have determined it's possible to set data for ships in a mission on the fly, ie position and velocity. (I screwed around with a meson bomb...good thing it can withstand instantaneous acceleration to 9000 m/s :D)

A FRED-style view was insanely easy to implement. Two function calls, and I had a mission view that dynamically updated with ship changes. This is awesome. (IMHO :D)

Other stuff that can be changed: mission flags, ship attributes, more ship class attributes, model attributes (ie eyepoint), object attributes (asteroid position/velocity perhaps?), camera position (If you're using my new cutscene SEXPs to make a scene)...etc.
Title: Lab fields
Post by: Flaser on March 20, 2005, 01:35:57 am
If this could be done in-game with sexps it would open up a myriad of options for FRED-ers.

In this aspect ship and class atributes would need a priority.

"Awsome progress as usual" on the not so flashy but darn impressive front.
Title: Lab fields
Post by: WMCoolmon on March 20, 2005, 01:56:06 am
Well, the thing is that in the lab, you're directly changing the memory - FS2 doesn't save TBL, POF, or FS2 files though, so changes only last as long as FS2 is open.

It's possible to override stuff with SEXPs, but that'd take much longer; this is mostly for "I'm working on a mission and want to play God to see what would happen if........"

For example, if a set-ship-velocity SEXP was implemented. (which I intend to do sometime soon, now that I know it works how I thought it did.) You want to have a ship jump in from hyperspace. So you make a mission with the ship some kilometers away, where it isn't really visible, set the speed to something ridiculous (20000 m/s). Nope, that didn't work, it was too short. You reset the position/speed and try again, until it works properly. You write the final distance and speed down, and use that to make the ship 'jump' in in future missions.